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Street Fighter Zero 3 Upper
GameBoy Advance, by Capcom/Crawfish Interactive (2002)
FAQ v1.2
Last Updated on October 17 2002
By Ryouga (ryouga@videogamers.com)
_______________________________________________________________________________
_______________________________________________________________________________
[Legal Disclaimer]
This document is Copyright 2002, Ryouga (ryouga@videogamers.com) and may not
be reproduced in any form without permission. Furthermore, this document may
not be altered, edited, or sold without approval. If these terms are violated,
proper legal action will be taken.
Webmasters: If you want to use this document on your site, e-mail me and ask.
I'm always happy to let people use my work, so long as they've been given
permission. Any site found to be using this document without consent will be
asked to remove it or suffer legal consequences.
This document is unofficial and is in no way affiliated with any company.
This guide was written using a Japanese version of the game. All content is
subject to change in the American version.
_______________________________________________________________________________
_______________________________________________________________________________
[Index]
(I) [Introduction]
(II) [Controls]
(III) [Rules]
(IV) [Menus]
(V) [Characters]
(VI) [Secrets]
(VII) [FAQ]
(VIII) [Acknowledgments]
_______________________________________________________________________________
_______________________________________________________________________________
(I) [Introduction]
- Story -
The street's most powerful fighters once again accept the challenge of
body-crushing combat. Each warrior brings a fierce fighting spirit and
pyrotechnic special moves to the battle arena.
Let the battle commence!
_______________________________________________________________________________
_______________________________________________________________________________
(II) [Controls]
LP: Light Punch (default: L Button) LK: Light Kick (default: R Button)
MP: Medium Punch (default: B+L Buttons) MK: Medium Kick (default: A+R Buttons)
HP: Heavy Punch (default: B Button) HK: Heavy Kick (default: A Button)
D: Down DF: Down-Forward
U: Up DB: Down-Back
F: Forward UF: Up-Forward
B: Back UB: Up-Back
QCF: Quarter-Circle Forward control pad motion.
(Down, Down-Forward, Forward)
HCF: Half-Circle Forward control pad motion.
(Back, Down-Back, Down, Down-Forward, Forward)
QCB: Quarter-Circle Forward control pad motion.
(Down, Down-Back, Back)
HCB: Half-Circle Forward control pad motion.
(Forward, Down-Forward, Down, Down-Back, Back)
CB: Charge Back by holding Back for two seconds.
CD: Charge Down by holding Down for two seconds.
CDB: Charge Down-Back by holding Down-Back for two seconds.
360º Motion: Rotate the control pad in a full circle, starting
from any direction.
720º Motion: Rotate the control pad in two full circles, starting
from any direction.
(Ism Selection)
- After selecting a character, you must select an Ism to fight in. Each
Ism represents a different style with different fighting options:
+=-=-=-=-=+=-=-=-=-=+=-=-=-=-=+
| X-Ism | Z-Ism | V-ism |
+=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=+=-=-=-=-=+=-=-=-=-=+
| # of Super Combos | 1 | 2+ | 0 |
| Super Combo Levels | 1 | 3 | 2 |
| Custom Combo | No | No | Yes |
| Air Block | No | Yes | Yes |
| Power | High | Medium | Low |
| Defense | Low | Medium | Medium |
| Taunt | No | Yes | Yes |
| Zero Counter | No | Yes | Yes |
+=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=+=-=-=-=-=+=-=-=-=-=+
-In V-Ism, characters can only do their Close Attacks by holding Back and
pressing the corresponding attack button.
(Mode Selection)
- After selecting an Ism, you have the option of selecting a Mode which
can further influence how your character plays.
- NOTE: These Modes must be unlocked by completing Survival modes. See
the Secrets section for more information on getting them.
NORMAL: No special bonuses or drawbacks.
MAZI: Makes your character inflict more damage, but also take
more damage. Also, no matter how many rounds is set to win,
losing a single round will lose you the match.
SAIKYO: Named after Dan's fighting style, meaning 'The Strongest',
this mode is far from the strongest. It offers no bonuses,
but these handicaps:
-Attacks inflict less damage
-Cannot link attacks to Special Moves/Super Combos
-Easier to be dizzied
-Very short Guard Power Gauge
CLASSIC: Forces your character to use X-Ism, and makes them play as
if they were in the original Street Fighter 2, losing the
following features:
-Air Blocking
-Alpha Counter
-Defensive Fall/Defensive Roll
-Guard Power Gauge
-Super Combos/Super Combo Meter
-Taunt
It does, however, offer the following bonuses:
-Not able to be comboed in the air
-Not able to be Guard Crushed
(Basic Moves)
- Block -
- Hold Back to block high and mid-range attacks, or hold Down-Back to block
low attacks.
- In Z-Ism or V-Ism, you Back while in mid-air to block.
- Blocking Special Attacks will cause a minimal amount of damage to the
blocker.
- Throws cannot be blocked, but can be escaped.
- Throw -
- Press (F/B)+(HP/HK) to grab or throw a nearby opponent.
- Throws and grabs vary from character to character.
- Some grabs can inflict extra damage by rapidly pressing the control pad
left and right during the attack. These are marked with a star (*).
- Some characters have air throws that can be performed in the air by
pressing any direction except Up/Down+(HP/HK).
- Throw Escape -
- Escape a throw by immediately pressing (F/B)+(HP/HK) when an opponent
grabs your character.
- Dizzy/Recovery -
- If a character is hit multiple times without dealing damage themselves,
they risk getting dizzied. In this state, they are defenseless and unable
to move.
- Recover from dizziness by pressing the Punch and Kick buttons rapidly.
- Special Move -
- Special Moves are unique to each character and are performed by a control
pad motion with a button press.
- Special Moves deal a minimal amount of damage when blocked.
- Some characters can only use certain of their Special Moves while in
certain -ISMs.
- Defensive Fall -
- When knocked into the air, press HP before hitting the ground to flip your
character to their feet and avoid getting hit by further attacks.
- It's not possible to perform a Defensive Fall in X-Ism.
- Defensive Roll -
- When knocked into the air, press HK before hitting the ground to roll to
the other side of the screen upon hitting the ground, then immediately
get up.
- It's not possible to perform a Defensive Roll in X-Ism.
- Zero Counter -
- While blocking an opponent's attack, press F+Punch and Kick buttons of the
same strength.
- Performing an Alpha Counter requires one level of Super Combo gauge, and
shortens your Guard Power Gauge.
- It's not possible to perform an Zero Counter in X-Ism.
- Damage Reduction -
- While being attacked or while blocking, press any Punch or Kick buttons
rapidly and press the control pad in any direction rapidly to reduce the
damage your character takes.
- Guard Crush -
- As a character guards against attacks, their Guard Power Gauge will
decrease. If it runs out completely, the character's Guard will be broken
and they will be stunned for a moment.
- After a character suffers a Guard Crush, their Guard Power Gauge will be
shortened.
- If a character refrains from blocking, their Guard Power Gauge will
slowly recharge.
- Taunt -
- Taunt an opponent by pressing Select.
- Taunting leaves the character defenseless for a moment.
- With the exception of Dan, characters can only taunt once per match.
- Super Combo -
- When the Super Combo Gauge is full, you can perform a super powerful move
by performing a control pad motion with a button press.
- Each character has three different fighting styles: X-Ism, Z-Ism, and
V-Ism. Each style reflects how the Super Combo Gauge can be used.
X-Ism: You can perform one Super Combo when the Super Combo Gauge is full,
which uses the entire Gauge.
Z-Ism: You can perform three levels of Super Combos depending on which
strength of attack button is used for the Super Combo.
Light attack: Level one
Medium attack: Level two
Heavy attack: Level three
V-Ism: You can start a Custom Combo when your Super Combo Gauge is at 50%
or more by pressing Punch and Kick buttons of the same strength.
-During a Custom Combo, shadow images of your character will
follow them and attack in the same way.
-Custom Combo lasts until the Gauge runs out.
-You cannot block during a Custom Combo.
-If you get hit, the Custom Combo ends.
_______________________________________________________________________________
_______________________________________________________________________________
(III) [Rules]
- Time -
- The time for each round is 99 counts. You can change the round time in
the Option mode. In certain game modes, the round time cannot be changed.
- Winning -
- The first player who makes the opponent's vitality deplete to zero wins
the round. If time runs out before either player wins, the fighter with
the most vitality left is the winner.
- Win Mark -
- When a player wins a round, a Win Mark appears above the player's
Vitality Gauge. Win Marks vary according to how the match was won.
- Match -
- The first player to win two out of three rounds wins the match. You can
change the number of winning rounds in the Option mode. In certain game
modes, the number of rounds cannot be changed.
- Draw Game -
- A draw game occurs when both players' Vitality Gauges drain out at the
same time (a Double K.O.), or both players have the same amount of
Vitality when time runs out.
_______________________________________________________________________________
_______________________________________________________________________________
(IV) [Menus]
- Single Mode -
A story mode from the original arcade version of the game, minus all the
special with their mid-boss and boss characters. Every character has a set
5th and 9th characters they fight, as well as a final boss (who is mostly
always Vega)
- VS Mode -
Two-player competition mode using two copies of the game and a Gameboy
Advance Link Cable.
- Training Mode -
Practice your moves and combos. During gameplay, press Start to change
the Training options.
- Option Mode -
Game Option
Difficulty: Adjust the skill level. The higher, the more difficult.
Time: Set the round time.
Rounds (1P): Set the number of rounds to win in one-player mode.
Rounds (VS): Set the number of rounds to win in two-player mode.
Damage: Adjust the damage of attacks.
Speed: Set the speed of gameplay.
S.C.Gauge: Set the starting level of the Super Combo Gauge.
Mode Select: Choose On to select modes in Arcade Mode.
Easy Combos: Allows easier Special Moves by pressing a direction+
any Punch or Kick button. According to Another Gamer:
'Easy Combos makes Super Combos easier to perform and has
nothing to do with making normal combos easier to perform:
this makes all of them able to be performed by pressing
QCF/QCB/B, F/F, B+HP+HK: this is especially useful for Super
Combos that use charge motions. If you have this setting on,
you can't control which level SC is used: it'll always be
performed at the maximum possible level.'
Default: Restores the default settings for all of the above.
ISM-PLUS Options (must be unlocked)
Zero Combo: any ISM can use all Super Combos
Zero Cancel: able to cancel normal attacks into Special Moves
Super Zero Cancel: cancel Special Moves into Super Combos
Super Guard: no damage when blocking Special Moves
Infinite Guard: Guard Power Gauge does not go down
Auto Guard: guards against attacks automatically
Air Guard: any ISM can guard in the air
Zero Counter Plus: power of Zero Counters increases
Hard Body: makes you unable to be dizzied (from Another Gamer)
Guard Destroy: inflict more Guard Power Gauge damage
Gauge Plus: Super Gauge slowly refills itself
Limit Off: raises attack power but lowers defense (from Another Gamer)
Button Config: Reassign the button functions.
- Survival Mode (must be unlocked) -
Defeat as many opponents as possible, with limited vitality.
- Dramatic Battle (must be unlocked) -
Two-on-one mode against the computer.
- Final Battle (must be unlocked) -
Fight against the final boss character from Single Mode.
- Score Ranking -
View the highest scores in each game mode.
_______________________________________________________________________________
_______________________________________________________________________________
(V) [Characters]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Adon -
Height: 182 cm. Bust: 112 cm.
Weight: 73 kg. Waist: 80 cm. From: Thailand
Blood Type: B Hips: 85 cm.
[Stand Attacks] [Crouch Attacks] [Air Attacks]
Elbow Jab: LP Jab: LP Downward Jab: LP
Jab: MP Elbow Smash: MP Downward Straight: MP
Straight: HP Lunge Punch: HP Straight Punch: HP
Low Kick: LK Short Kick: LK Knee Drop: LK
Knee Smash: MK Front Kick: MK Side Kick: MK
Roundhouse Kick: HK Sweep Kick: HK High Roundhouse: HK
[Close Attacks] [Throws]
High Kick: HK Kick Off: HP
Knee Toss: HK
Elbow Smash (air): HP
Kick Off (air): HK
[Zero Counters]
Z-Ism: HK Rising Jaguar V-Ism: Jaguar Varied Assault Flurry Punch
[Misc. Techniques]
Jaguar Crunch: F+MP [X Z V]
-Adon winds up, then slides forward with a two-hit elbow drop.
[Special Moves]
Jaguar Kick: B,D,DB+Kick [Z V]
-Adon somersaults forward and slashes downward with his leg. The stronger the
Kick button used, the higher and less farther Adon will somersault.
Jaguar Tooth: HCB+Kick [X Z V]
-Adon flips backwards to the corner of the screen, then pushes off of it and
drops with a quick kick. The stroner the Kick button used, the farther Adon
will kick after pushing off the corner of the screen.
Rising Jaguar: F,D,DF+Kick [X Z V]
-Adon will leap forward into the air with a double knee strike, which can hit
twice up close. The stronger the Kick button used, the higher Adon will
leap and the longer the delay for the second knee strike.
[Super Combos]
Jaguar Varied Assault: QCF,D,DF+Punch [X Z]
-Adon will rush forward with a series of elbow jabs, finished with a leaping
elbow smash. At Level 3, pressing Punch buttons rapidly during the attack
will make Adon finish with a rapid flurry punch instead of the leaping elbow
smash. Duing the flurry punch, press Punch buttons rapidly to score more
hits. Also at Level 3, pressing a Kick button during the attack will finish
with a 3-hit Rising Jaguar (thanks Another Gamer).
Level 1: 4 Hits Level 2: 6 Hits Level 3: 6 to 13 Hits
Jaguar Revolver: QCF,QCF+Kick [Z]
-A more powerful version of the Jaguar Kick, Adon somersaults forward multiple
times while slashing downward with his leg. At Levels 1 and 2, Adon
somersaults twice, while he somersaults three times at Level 3.
Level 1: 3 Hits Level 2: 4 Hits Level 3: 6 Hits
[Notes]
-In X-Ism, Adon can perform a Jaguar Kick by pressing any Kick button while
in the air.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Balrog -
Height: 186 cm. Bust: 121 cm.
Weight: 72 kg. Waist: 73 cm. From: Spain
Blood Type: O Hips: 83 cm.
[Stand Attacks] [Crouch Attacks] [Air Attacks]
Claw Jab: LP Claw Jab: LP Chop: LP
Claw Slash: MP Claw Stab: MP Claw Stab: MP
Lunging Claw Stab: HP Upper Claw Stab: HP Lower Claw Stab: HP
Knee Strike: LK Short Kick: LK Downward Kick: LK
Low Kick: MK Long Kick: MK Front Kick: MK
Hopping Axe Kick: HK Slide Kick: HK Backdoor Roundhouse: HK
[Close Attacks] [Throws]
(None) Suplex: HP
Claw Toss (air): HP
Leg Flip (air): HK
[Zero Counters]
Z-Ism: Claw Sideslash V-Ism: Crouching HK
[Misc. Techniques]
Triangle Jump (air): Up+opposite direction [X Z V]
-Balrog can perform a second jump in mid-air by pushing off the side of the
screen if he is close enough to it.
Back Slash: LP+HK [X Z V]
-Balrog will backflip onto his hands, then flip back again onto his feet. This
is an evasive move, and Balrog cannot be hit while performing it.
Short Back Slash: LK+HP [X Z V]
-Balrog will quickly backflip onto his feet. This evasive move is like the
Back Slash except quicker, and Balrog cannot be hit while performing it.
Kabe Hari Tsuki: CD,U+2K [X Z V]
(on Balrog's stage only)
-Balrog will leap onto the fence in the background and climb around on it.
During this time, he cannot be hit. After a bit, Balrog will leap off the
fence towards his opponent, and he can perform any attack that can follow
the Wall Leap listed below under Special Moves.
Backward Kick: F+HK [X Z V]
-Balrog spins around and hops forward with a high roundhouse kick.
[Special Moves]
Rolling Crystal Flash: CB,F+Punch [X Z V]
-Balrog will roll forward and finish with an upper claw stab. The stronger the
Punch button used, the more times Balrog will roll and hit.
Sky High Claw: CD,U+Punch (Punch) [X Z V]
-Balrog will leap back and push himself off the wall, claw first. Pressing
a Punch button during the attack will stretch out Balrog's arm for a slightly
longer range. The weaker the Punch button used, the higher Balrog will shoot
across the screen. Balrog will always try to jump to the wall behind him for
this attack, but pressing (UF) instead of (U) will make him leap to the
opposite wall and perform the attack.
Wall Leap: CD,U+Kick [X Z V]
-Balrog will leap back and push himself off the side of the screen towards his
opponent. Balrog will always leap to whichever side of the screen he is closest
to, unless (UF) or (UB) is used at the end of the motion. After Balrog has
pushed off the wall, hold Left or Right to slightly move him in the air. The
following attacks can be used after the Wall Leap:
[]Flying Barcelona Attack: Punch [X Z V]
-Balrog will slash his arms out below him, hitting opponents on both sides,
but not directly below him.
[]Izuna Drop (throw): (any direction but Up)+Punch [X Z V]
-Balrog will grab them and perform a powerful suplex. This can only be done
if Balrog is very close to his opponent.
Scarlet Terror: CDB,F+Kick [V]
-Balrog will backflip and kick while moving slightly forward. The stronger the
Kick button used, the higher and farther Balrog will flip.
[Super Combos]
Super Wall Leap: CDB,DF,DB,UF+Kick [X Z]
-A more powerful version of the Wall Leap, Balrog will leap forward and push
himself off the side of the screen towards his opponent. Balrog will always
leap towards the opposite side of the screen, unless (UB) is used at the end
of the motion instead of (UF). After Balrog has pushed off the wall, hold Left
or Right to slightly move him in the air. The following attacks can be used
after the Super Wall Leap:
[]Flying Barcelona Special: Punch [X Z]
-A more powerful version of the Flying Barcelona Attack, Balrog will slash
his arms out below him, hitting opponents multiple times on both sides,
but not directly below him.
Level 1: 2 Hits Level 2: 3 Hits Level 3: 4 Hits
[]Rolling Izuna Drop (throw): (any direction but Up)+Punch [X Z]
-A more powerful version of the Izuna Drop, Balrog will grab the opponent
and perform multiple powerful suplexes. This can only be done if Balrog
is very close to his opponent.
Level 1: 2 Hits Level 2: 3 Hits Level 3: 4 Hits
Scarlet Mirage: CB,F,B,F+Kick [Z]
-A more powerful version of the Scarlet Terror that performs two backflip
kicks in a row. At Level 3, a third backflip kick is added.
Level 1: 5 Hits Level 2: 6 Hits Level 3: 9 Hits
Red Impact: CB,F,B,F+Punch [Z(LV3)]
-Balrog will perform a short claw swipe, which will toss his opponent into the
air above him. He will then spin around and impale them with his claw. Balrog
must be holding his claw to perform this attack.
Level 3: 2 Hits
[Notes]
-If he is hit repeatedly, Balrog will drop his claw, then eventually his mask.
To retrieve them, have Balrog walk over them. Balrog will also regain his mask
and claw between rounds.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Birdie -
Height: 216 cm. Bust: 156 cm.
Weight: 111 kg. Waist: 102 cm. From: England
Blood Type: O Hips: 106 cm.
[Stand Attacks] [Crouch Attacks] [Air Attacks]
Jab: LP Jab: LP Downward Jab: LP
Straight: MP Straight: MP Downward Punch: MP
Overhead Smash: HP Mohawk Uppercut: HP Overhead Smash: HP
Ankle Kick: LK Short Kick: LK Downward Kick: LK
High Kick: MK Front Kick: MK Front Kick: MK
Advancing Boot: HK Sweep Kick: HK Dropkick: HK
[Close Attacks] [Throws]
Upward Smash: HP *Headbutt: HP
Overhead Toss: HK
Chain Slam (air): HP
[Zero Counters]
Z-Ism: HP Bull Head V-Ism: Bull Drop
[Misc. Techniques]
Body Crash (air): D+HP [X Z V]
-Birdie stretches out and falls down on his stomach.
Bull Drop: F+HK [X Z V]
-An axe kick that only hits mid-level as Birdie brings his leg down.
Bad Hammer (close): HP,U [X]
-During Birdie's close HP upward smash, hold Up after the first hit and he
will jump up and smash them to the ground.
[Special Moves]
Bull Head: CB,F+Punch [X Z V]
-Birdie will dash forward and smash downward with his head. The stronger the
Punch button used, the farther Birdie will dash before headbutting.
Bull Horn: Charge LK+HP or LP+HK, release [X Z V]
-Birdie accumulates power for this punch as long as two of the same type of
attack button are being held down. At any moment on the ground, release
the buttons and Bridie will turn around, then dash forward with a headbutt.
The power of the headbutt and the distance of the dash depend on how long
the buttons are charged.
Murderer Chain (throw): 360º+Punch [X Z V]
-Birdie grabs his opponent and tosses them into the air with a chain around
them, then yanks them to the ground. He then does the same thing on the
other side.
Bandit Chain (throw): 360º+Kick [X Z V]
-Birdie wraps his chain around his opponent's neck, then lifts them over his
head and slams them into the ground repeatedly. After the slams, he tosses
the opponent over his head. The stronger the Kick button used, the more
times Birdie will slam his opponent.
[Super Combos]
The Birdie: CB,F,B,F+Punch [X Z]
-A more powerful version of the Bull Head, Birdie will dash forward and
headbutt multiple times. At Level 3, if the first headbutt hits the opponent
on the ground, Birdie will headbutt several times, stop to taunt as his
opponent gets dizzy, then headbutt them twice more.
Level 1: 3 Hits Level 2: 4 Hits Level 3: 5 Hits
Bull Revenger: QCF,D,DF+Punch or Kick [Z]
-A more powerful version of the Murderer Chain and Bandit Chain, Birdie will
leap forward and try to grab his opponent and wrap his chain around their
neck, then lift them over his head and slam them into the ground repeatedly.
After the slams, he will toss them into the air and yank them back to the
ground. Using a Punch button will make Birdie leap a short distance before
the grab, while a Kick button will make him leap across the screen.
Level 1: 2 Hits Level 2: 3 Hits Level 3: 4 Hits
[Notes]
-Birdie has two different taunts, one where he pulls out a switchblade and
spins it, and another where he gives a thumbs-up and says 'Hey!'.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Blanka -
Height: 192 cm. Bust: 198 cm.
Weight: 98 kg. Waist: 120 cm. From: Brazil
Blood Type: B Hips: 172 cm.
[Stand Attacks] [Crouch Attacks] [Air Attacks]
Chop: LP Low Scratch: LP Scratch: LP
Strong Chop: MP High Scratch: MP Downward Scratch: MP
Scoop Scratch: HP Reaching Uppercut: HP Fierce Scratch (up): HP
Short Kick: LK Short Kick: LK Under Scratch (side): HP
Front Kick: MK Side Kick: MK High Kick: LK
Backflip Kick: HK Back Sweep: HK Downward Thrust: MK
[Close Attacks] [Throws]
Slap: LP *Grab & Bite: HP
Knee Strike: LK Kick Off (air): HK
Double Knee: MK
[Zero Counters]
Z-Ism: HK Vertical Rolling V-Ism: Crouching HK
[Misc. Techniques]
Rock Crush (close): F/B+MP [X Z]
-A double-hit headbutt.
Amazon River Run: DF+HP [X Z V]
-Blanka lies on his back and slides forward a short distance. This can travel
under most projectiles.
Surprise Forward: F+LK+HP or F+LP+HK [X Z V]
-Blanka dashes forward a step. He can still be hit during this move, and
he can pass through opponents if done close enough.
Surprise Backward: B+LK+HP or B+LP+HK [X Z V]
-Blanka bugs his eyes out and dashes back a step. He cannot be hit during
this move.
[Special Moves]
Electric Thunder: Punch rapidly [X Z V]
-Blanka will hunch down and create an blast of electricity around himself.
Blanka will keep the electricity pulsating as long as a Punch button is
being pressed rapidly.
Rolling Attack: CB,F+Punch [X Z V]
-Blanka will roll into a ball and fly forward. The stronger the Punch button
used, the farther and faster Blanka rolls.
Vertical Rolling: CD,U+Kick [X Z V]
-Blanka rolls into a ball and flips into the air, where he backflips out of
the ball and falls down. The stronger the Kick button used, the higher and
faster Blanka rolls.
Back Step Rolling: CB,F+Kick [X Z V]
-Blanka will backflip, then flips himself forward in a ball into the air and
arc downward. The stronger the Kick button used, the faster, higher, and
farther Blanka rolls.
[Super Combos]
Ground Shave Rolling: CB,F,B,F+Punch [X Z]
-Blanka rolls into a ball and spins forward along the ground to hit his
opponent multiple times. Holding Punch will make Blanka spin in place, and
he will roll forward when the button is released or after a couple seconds
have passed. Each Level causes Blanka to roll farther and faster.
Level 1: 2 Hits Level 2: 3 Hits Level 3: 4 Hits
Tropical Hazard: CDB,DF,DB,UF+Kick [Z]
-Blanka leaps and grabs the top of the screen, then shakes it causing various
fruit to fall. Tap Punch buttons and press the Control Pad Left and Right as
Blanka hangs to shake down more fruit to hit the opponent. When all the
fruit has fallen, Blanka will shoulder ram directly at his opponent.
Level 1: 3 Hits Level 2: 4 Hits Level 3: 5 Hits
[Notes]
-The watermelons that lie on the ground after the Tropical Hazard can be hit
by either character, causing damage to the other character if they are hit
by the melon. The stronger the attack that the melons are hit with, the
higher they fly into the air.
-Blanka has, by far, the best missed-grab animation in the game. His jaw
drops and his eyes bug out to an unhuman size.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Cammy -
Height: 164 cm. Bust: 86 cm.
Weight: 46 kg. Waist: 57 cm. From: ?
Blood Type: B Hips: 88 cm.
[Stand Attacks] [Crouch Attacks] [Air Attacks]
Jab: LP Jab: LP Downward Chop: LP
Straight: MP Straight: MP Strong Chop: MP
Backfist: HP Uppercut: HP Downward Punch: HP
High Kick: LK Short Kick: LK Thrust Kick: LK
Back Kick: MK Thrust Kick: MK Splits Kick: MK
Handstand Roundhouse: HK Leg Sweep: HK Roundhouse Kick: HK
[Close Attacks] [Throws]
Elbow Jab: LP Suplex: HP
Uppercut: MP Frankensteiner: HK
Double Arm Smash: HP Shoulder Toss (air): HP
Knee Strike: LK Air Frankenteiner (air): HK
Face Kick: MK
Handstand Kick: HK
[Zero Counters]
Z-Ism: Standing HP V-Ism: HK Cannon Spike
[Special Moves]
Spiral Arrow: QCF+Kick [X Z V]
-Cammy will spin herself forward low along the ground feet-first. The
stronger the Kick button used, the faster and farther Cammy spins. This
attack can be used to pass under some projectile attacks. Using HK will
hit twice up close.
Cannon Spike: F,D,DF+Kick [X Z V]
-Cammy performs a high rising kick into the air. The stronger the Kick button
used, the higher and farther Cammy kicks.
Hooligan Combination: DB,D,DF,F,UF+Punch [X Z V]
-Cammy will roll into a ball and jump forward. This can be cancelled by
pressing any Kick button, or followed into one of these attacks:
-Fatal Leg Twister: (any direction but Up)+Kick (near opponent's head)
-Cammy performs a Frankensteiner throw attack. Press the button when
Cammy is near her opponent's head.
-Cross Scissors Pressure: (any direction but Up)+Kick (near opponent's body)
-Cammy will grab her opponent and spin them into the air, then land on
them with a stomp. Press the button when Cammy is near her opponent's
body.
-Razor Edge Slicer: Neutral
-Cammy will perform a sliding kick upon hitting the ground if nothing is
done during the Hooligan Combination roll.
Axel Spinning Knuckle: HCB+Punch [X Z]
-Cammy will spin forward and perform a double-hit backfist. The spin before
the attack is able to dodge oncoming attacks if the timing is right. The
stronger the Punch used, the farther Cammy will spin.
Cannon Strike (jumping forward): QCB+Kick [V]
-Cammy dives almost straight down with a kick. The stronger the Kick button
used, the fast Cammy will dive.
Cannon Revenge: QCB+Punch [V]
-Cammy raises an arm as if to block as says 'Come on!'. If she is hit by a
high attack while in this stance, she will automatically counterattack with
a Cannon Spike. If she isn't hit, she will pull her arm back and be unable
to move for a moment. The stronger the Punch button used, the longer she
stays in the counterattacking stance, but the longer she will be stunned
after as well.
[Super Combos]
Spin Drive Smasher: QCF,D,DF+Kick [X Z]
-A more powerful version of the Spiral Arrow and Cannon Spike, Cammy will
perform a multi-hitting Spiral Arrow, followed by a multi-hitting Cannon Spike.
Level 1: 6 Hits Level 2: 7 Hits Level 3: 9 Hits
Reverse Shaft Breaker: QCB,QCB+Kick [Z]
-A more powerful variation of the Spiral Arrow, Cammy will spin straight up
feet-first. Press the Control Pad Left and Right and all buttons rapidly
during the spin for more hits.
Level 1: 12 Hits Level 2: 14 Hits Level 3: 18 Hits
Killerbee Assault: CDB,DF,DB,UF+Kick [Z(LV3)]
-Cammy will leap up to the top of the screen, then push off of it and kick at
her opponent. If she hits, she will bounce off the top and bottom of the
screen while kicking twice more, then stomp them to the ground with a Cross
Scissors Pressure.
Level 3: 5 Hits
[Notes]
-If a Cannon Spike or Cannon Strike is blocked, Cammy will bounce back into
the air and be quit open to a counterattack.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Chun-Li -
Height: 169 cm. Bust: 84 cm.
Weight: ? kg. Waist: 59 cm. From: China
Blood Type: A Hips: 89 cm.
[Stand Attacks] [Crouch Attacks] [Air Attacks]
Slap: LP Jab: LP Jab: LP
Spear Hand: MP Straight: MP Upward Punch: MP
Straight Punch: HP Long Punch: HP Downward Punch: HP
Thrust Kick: LK Short Kick: LK High Kick (up): LK
High Kick: MK Side Kick: MK Side Kick (side): LK
Roundhouse Kick: HK Handstand Sweep: HK Slash Kick (up): MK
Side Kick (side): MK
[Close Attacks] [Throws] Backflip Kick (up): HK
Body Shove: HP Ground Slam: HP Double Kick (side): HK
Punt Kick: MK Ground Slam (air): HP
Head Kick: HK
[Zero Counters]
Z-Ism: HP Kikoken V-Ism: Crouching MK
[Misc. Techniques]
Triangle Jump (air): Up+opposite direction [X Z V]
-Chun-Li can perform a second jump in mid-air by pushing off the side of the
screen if she is close enough to it.
Kaku Kyaku Raku: DF+HK [X Z V]
-Chun-Li flips forward, turning in mid-air and landing in her knee.
Yosou Kyaku (air): D+MK [X Z V]
-Chun-Li stomps below her with her heel. This can be repeated multiple times.
Kohou Kiten Kyaku: DF+MK [X Z V]
-Chun-Li kicks forward, then does a backflip.
[Special Moves]
Kikoken: HCF+Punch [Z V]
-Chun-Li throws a blue energy bubble across the screen. The stronger the
Punch button used, the faster the projectile travels, but the sooner it
dissipiates.
Tenshokyaku: CD,U+Kick [X Z V]
-Chun-Li will leap into the air with spinning high kicks. The stronger the
Kick button used, the higher Chun-Li will leap and the more times she will
spin and kicks.
Hyakuretsukyaku: Kick rapidly [X Z V]
-Chun-Li will kick rapidly in front of her, covering a wide radius. Chun-Li
will continue the attack until the button-pressing stops.
Senenshu: HCB+Kick [Z V]
-Chun-Li flips forward on her hands, then brings her leg down with a slashing
kick. The stronger the Kick button used, the farther Chun-Li will flip and
kick.
Spinning Bird Kick: CB,F+Kick (air) [X]
-Chun-Li will flip upside-down and spin forward with her legs split apart.
The stronger the Kick button used, the farther Chun-Li will spin. If
performed in the air, the kick will arc up or down according with her jump.
Souhakkei: CB,F+Punch [X]
-Chun-Li slides slightly forward with a dual palm strike. The stronger the
Punch button used, the farther Chun-Li will slide before the attack.
[Super Combos]
Senretsukyaku: CB,F,B,F+Kick [X Z]
-A more powerful variation of the Hyakuretsukyaku, Chun-Li will dash forward
with a series of normal kicks ending with a Hyakuretsukyaku.
Level 1: 5 Hits Level 2: 6 Hits Level 3: 7 Hits
Hazan Tenshokyaku: CDB,DF,DB,UF+Kick [Z]
-A more powerful version of the Tenshokyaku, Chun-Li will perform the rising
kick while spinning rapidly and hitting multiple times.
Level 1: 7 Hits Level 2: 8 Hits Level 3: 9 Hits
Kikoshou: QCF,QCF+Punch [Z]
-A more powerful version of the Kikoken, Chun-Li blasts a small sphere of
energy in front of her. At Level 3, the sphere sends off a wave of energy
that increases its range.
Level 1: 5 Hits Level 2: 7 Hits Level 3: 10 Hits
[Notes]
-In X-Ism Chun-Li no longer wears her classic outfit from Street Fighter 2
(from Another Gamer).
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Cody -
Height: 185 cm. Bust: 139 cm.
Weight: 80 kg. Waist: 86 cm. From: U.S.A.
Blood Type: O Hips: 97 cm.
[Stand Attacks] [Crouch Attacks] [Air Attacks]
Jab: LP Jab: LP Jab: LP
Uppercut: MP Body Blow: MP Overhead Punch: MP
Body Blow: F+MP Uppercut: HP Swipe Punch: HP
Backfist: HP Short Kick: LK Punt Kick: LK
Short Kick: LK Slide High Kick: MK Side Kick: MK
Front Kick: MK Sweep Kick: HK Low Kick: HK
High Kick: HK
Hop Roundhouse: HK
[Close Attacks] [Throws]
none Shackle Toss: HP
Stomp Down: HK
Air Stomp (air): HK
[Zero Counters]
Z-Ism: Smash Punch V-Ism: Crouching HK
[Misc. Techniques]
Knife Pickup: D+2 Punches [X Z V]
-Cody will pick up the Knife, then flip it in his hand. If Cody is hit, throws
his opponent, or does the Final Destruction Super Combo, he will drop the
Knife. While holding the Knife, his punches become Knife slashes, dealing
more damage and slight block damage. Cody can also throw the Knife
(see below).
Knife Throw (with Knife): QCF+Punch [X Z V]
-Cody tosses the Knife straight across the screen. It can be picked up again
afterwards.
Fake Stone: QCF+Taunt [Z V]
-Cody ducks down as if to pick up and stone, then quickly stands up and
laughs.
Sakeru: DB or B [V]
-Cody will automatically dodge projectiles when blocking in V-Ism. Projectiles
will pass right through him as he blocks, as well as other attacks.
[Special Moves]
Criminal Uppercut: QCB+Punch [X Z V]
-Cody uppercuts and makes a whirlwind in front of him, which can hit multiple
times. The whirlwind can stop onciming projectiles.
Ruffian Kick: QCF+Kick [X Z V]
-Cody slides forward while kicking. Using LK will kick low, MK will kick
mid-level, and HK will kick high.
Bad Stone: QCF+Punch (charge Punch) [X Z V]
-Cody ducks down and pick up a stone, then tosses it, which arcs down to the
ground. Holding the Punch button will make Cody toss it in his hand up to
three times before throwing it, which cause the stone to deal more damage.
The stronger the Punch button used, the farther Cody will toss the stone.
Bad Spray: B,DB,D+Punch (while getting up) [X Z V]
-Cody hunches down and tosses a wave of dust a short distance from him.
[Super Combos]
Final Destruction: QCF,QCF+Punch [X Z]
-(in X-Ism)
This changes Cody's controls to what they were in Final Fight. Each attack
button has the same function and can be chained when on the ground.
Jab -> Jab -> Gut Punch -> Uppercut
Cody can also punch while crouching, or kick while jumping. By pressing
D+Attack during the Gut Punch, Cody will throw the opponent. Also, all
of his air attacks become his standing F+HK spinkick (thanks Another Gamer.
Cody remains in this control style until the shadows of himself stop
following him.
-(in Z-Ism)
Cody will take a jab forward. If it connects, he will pummel his opponent
with a variety of punches finished with an uppercut.
Level 1: 8 Hits Level 2: 13 Hits Level 3: 18 Hits
Dead End Irony: QCF,QCF+Kick [X Z V]
-A more powerful version of the Ruffian Kick, Cody will dash forward while
kicking multiple times. At Level 3, he will leap into the air and perform
several spinning kicks.
Level 1: 5 Hits Level 2: 6 Hits Level 3: 7 Hits
[Notes]
-Cody has it very well in V-Ism. His Sakeru block lets most attacks pass
through him, letting him break the rule of not being able to block air
attacks when crouching.
-Performing a Bad Stone right next to an opponent will toss the stone right
through them.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Dan -
Height: 177 cm. Bust: 113 cm.
Weight: 74 kg. Waist: 83 cm. From: Hong Kong
Blood Type: O Hips: 88 cm.
[Stand Attacks] [Crouch Attacks] [Air Attacks]
Backfist: LP Jab: LP Jab: LP
Body Blow: MP Straight: MP Downward Punch: MP
Overhead Smash: HP Uppercut: HP Overhead Smash: HP
Knee Jab: LK Weak Kick: LK Short Kick: LK
Front Kick: MK Strong Kick: MK Side Kick: MK
Roundhouse Kick: HK Sweep Kick: HK Roundhouse Kick: HK
[Close Attacks] [Throws]
none Shoulder Toss: HP
Shoulder Toss (air): HP
[Zero Counters]
Z-Ism: Standing Taunt V-Ism: Crouching HK
[Misc. Techniques]
Zenten Chouhatsu: QCF+Taunt [X Z V]
-Dan rolls forward, then stands up and taunts.
Kouten Chouhatsu: QCB+Taunt [X Z V]
-Dan rolls backward, then stands up and taunts.
Saikyo Defense: (while blocking) F+LK+HP or F+LP+HK [V]
-Dan pushes forward while blocking to lessen the damage he takes.
[Special Moves]
Gadoken: QCF+Punch [X Z V]
-Dan tosses a small fireball in front of him, which quickly dissipiates. The
stronger the Punch button used, the slightly farther the fireball goes.
Koryuken: F,D,DF+Punch [X Z V]
-Dan will rise into the air with an uppercut. The stronger the Punch button
used, the higher Dan will punch.
Dankukyaku: QCB+Kick [X Z V]
-Dan leaps forward with a twisting kick. The stronger the Kick button used,
the more times Dan will kick.
Kuchu Dankykyaku (air): QCB+Kick [Z V]
-In the air, the Dankukyaku will give Dan an extra shove into the air while
kicking. Once again, the stronger the Kick button used, the more times Dan
will kick.
[Super Combos]
Hiisho Buraiken: QCB,QCB+Kick [X Z]
-Dan will go into a frenzy of punches and kicks, finished with a rising
uppercut.
Level 1: 5 Hits Level 2: 7 Hits Level 3: 11 Hits
Shinku Gadoken: QCF,QCF+Punch [Z]
-A more powerful version of the Gadoken, Dan tosses a small multi-hitting
fireball in front of him, which dissipiates a bit later than a normal
Gadoken. Each Level increases the distance the projectile goes.
Level 1: 3 Hits Level 2: 4 Hits Level 3: 5 Hits
Koryu Rekka: QCF,D,DF+Kick [Z]
-A more powerful version of the Koryuken, Dan will spin in place with an
uppercut, then leap into the air with a second uppercut. Each Level
will make Dan slide farther out before the first uppercut.
Level 1: 4 Hits Level 2: 5 Hits Level 3: 6 Hits
Chouhatsu Densetsu: QCF,QCF+Taunt [Z]
-A more powerful version of the Zenten Chouhatsu, Dan rolls forward five
times, each time stopping and performing a taunt. The sixth roll, he will
leap forward and taunt, then land with his special 'Yayutsi!' taunt.
Chouhatsu Shinwa: QCB,QCB+Taunt [Z(LV3)]
-The ultimate taunt. Every attack button will become a taunt for a limited
time. Performing a normal Taunt will make Dan do his special 'Yayutsi!'
taunt. Dan will sparkle and perform his 'Yayutsi!' taunt when this Super
Combo runs out.
[Notes]
-Dan is the only character that can Taunt endlessly during a match. He
can taunt while standing, crouching, or jumping. He also has two special
rolling taunts, and two Super Combo taunts.
-According to Another Gamer, Dan's taunts in X-Ism can actually hit opponents
that are in the air, but deal hardly any damage
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Dee Jay -
Height: 184 cm. Bust: 130 cm.
Weight: 92 kg. Waist: 89 cm. From: Jamaica
Blood Type: AB Hips: 94 cm.
[Stand Attacks] [Crouch Attacks] [Air Attacks]
Jab: LP Jab: LP Jab: LP
Uppercut: MP Low Elbow Drop: MP Elbow Smash: MP
Long Uppercut: HP High Elbow Drop: HP Downward Punch: HP
Short Kick: LK Short Kick: LK High Kick: LK
High Kick: MK Sweep Kick: MK Straight Kick: MK
Roundhouse: HK Sliding Kick: HK Axe Kick: HK
[Close Attacks] [Throws]
Elbow & Punch: HP Overhead Toss: HP
Knee Jab: LK Flip Toss: HK
Side Kick: MK Air Flip Toss (air): HK
Knee Axe: HK
[Zero Counters]
Z-Ism: Jackknife Maximum V-Ism: Crouching MK
[Misc. Techniques]
Knee Shot (air): D+LK [X Z V]
-A mid-air knee strike. This cannot be done while jumping straight up, only
forward or backward.
[Special Moves]
Air Slasher: CB,F+Punch [X Z V]
-Dee Jay uppercuts and tosses a thin wave of energy across the screen. The
stronger the Punch button used, the faster the projectile goes.
Machine Gun Uppercut: CD,U+Punch (Punch rapidly) [X Z V]
-Dee Jay punches many times with extreme speed, then uppercuts. Pressing
Punch buttons rapidly while Dee Jay is punching will score more hits.
Double Rolling Sobat: CB,F+Kick [X Z V]
-Dee Jay hops forward and kicks, then turns and kicks with the other leg.
Using LK will only kick only, and the stronger the Kick button used, the
faster and farther Dee Jay will kick.
Jackknife Maximum: CD,U+Kick [V]
-Dee Jay leaps into the air while spinning and kicking. The stronger the
Kick button used, the higher Dee Jay will leap and the more times he will
kick.
[Super Combos]
Sobat Carnival: CB,F,B,F+Kick [X Z]
-A more powerful version of the Double Rolling Sobat, Dee Jay hops forward
while spinning and kicking multiple times.
Level 1: 4 Hits Level 2: 5 Hits Level 3: 6 Hits
Sunrise Theme: CDB,DF,DB,UF+Kick [Z]
-A more powerful version of the Jackknife Maximum, Dee Jay leaps into the
air while spinning and kicking rapidly.
Level 1: 5 Hits Level 2: 7 Hits Level 3: 9 Hits
Climax Beat: CDB,DF,DB,UF+Punch [Z]
-A more powerful version of the Machine Gun Uppercut, Dee Jay will uppercut
his opponent high into the air and hit them with a Machine Gun Uppercut as
they drop. The uppercut must knock the opponent into the air for the Machine
Gun Uppercut to follow.
Level 1: 7 Hits Level 2: 10 Hits Level 3: 13 Hits
[Notes]
-When playing as Dee Jay, try charging DB whenever possible to perform an
Air Slasher, Double Rolling Sobat, or Super Combo at any moment.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Dhalsim -
Height: 176 cm. Bust: 107 cm.
Weight: 48 kg. Waist: 46 cm. From: India
Blood Type: O Hips: 65 cm.
[Stand Attacks] [Crouch Attacks] [Air Attacks]
Vertical Chop: LP Stretch Punch: LP Stretch Down Jab: LP
Horizental Chop: F+LP Chop: DB+LP Downward Jab: B+LP
Stretch Punch: MP Stretch Punch: MP Stretch Straight: MP
Uppercut Chop: B+MP Chop: DB+MP Straight: B+MP
Stretch Double Punch: HP Stretch Punch: HP Stretch Down Punch: HP
Headbutt: B+HP Chop: DB+HP Downward Punch: B+HP
Stretch Low Kick: LK Short Slide: LK Stretch Thrust Kick: LK
Low Kick: B+LK Short Kick: DB+LK Thrust Kick: B+LK
Stretch High Kick: MK Medium Slide: MK Stretch Thrust Kick: MK
High Kick: B+MK Short Kick: DB+MK Thrust Kick: B+MK
Stretch Roundhouse: HK Long Slide: HK Stretch Roundhouse: HK
Knee Bash: B+HK Sweep Kick: DB+HK Roundhouse Kick: B+HK
[Close Attacks] [Throws]
none *Yoga Noogie: HP
Yoga Toss: HK
Yoga Air Toss (air): HK
[Zero Counters]
Z-Ism: Standing B+MP V-Ism: Crouching HK
[Misc. Techniques]
Yoga Mummy (air): D+HP [X Z V]
-Dhalsim spins across the screen head-first. Unlike the Yoga Spear, there
in no way to choose the angle of the attack.
Yoga Spear (air): D+Kick [X Z V]
-Dhalsim spins to the ground feet-first. Using LK will dive almost straight
across the screen, MK will dive at a slight angle, and HK will dive almost
straight down.
Yoga Escape: (when knocked down) B,DB,D+Kick [Z V]
-Dhalsim will teleport before hitting the ground and re-appear standing on
the ground.
Yoga Shock: B+LP (Charge LP) [Z]
-Dhalsim winds up a chops, and attacks when LP is released. At full charge,
Dhalsim chops for more damage strikes from overhead.
[Special Moves]
Yoga Fire: QCF+Punch [X Z V]
-Dhalsim exhales a tiny fireball across the screen. In Z-Ism and V-Ism, the
fireball will dissipiate as it travels, and the stronger the Punch button
used, the faster the fireball will go but the sooner it will dissipiate. In
X-Ism, the fireball will not dissipiate.
Yoga Flame: HCB+Punch [Z V]
-Dhalsim exhales a large fire in front of him. The stronger the Punch button
used, the longer Dhalsim keeps the fire in front of him. Note that the Z-Ism
and V-Ism Yoga Flame has a different control motion than in X-Ism.
Yoga Flame: HCF+Punch [X]
-Dhalsim exhales a large fire in front of him. The stronger the Punch button
used, the longer Dhalsim keeps the fire in front of him. Note that the X-Ism
Yoga Flame has a different control motion than in Z-Ism and V-Ism
Yoga Blast: HCB+Kick [Z V]
-Dhalsim exhales a large fire at an upward angle. The stronger the Kick button
used, the longer Dhalsim keeps the fire in the air. Note that the Z-Ism and
V-Ism Yoga Blast has a different control motion than in X-Ism.
Yoga Blast: HCF+Kick [X]
-Dhalsim exhales a large fire at an upward angle. The stronger the Kick button
used, the longer Dhalsim keeps the fire in the air. Note that the X-Ism
Yoga Blast has a different control motion than in Z-Ism and V-Ism.
Yoga Teleport: F,D,DF or B,D,DB + (LK+HP or LP+HK) (air) [X Z V]
-Dhalsim will teleport either forward or backward, depending if (F,D,DF) or
(B,D,DB) is used. Using (LK+HP) will teleport Dhalsim halfway across the
screen, while (LP+HK) travels all the way across. Dhalsim cannot be attacked
while he is teleporting. In Z-Ism and V-Ism, Dhalsim can Teleport while in
the air, but not in X-Ism
[Super Combos]
Yoga Tempest: HCF,HCF+Punch [X]
-A more powerful version of the Yoga Flame, Dhalsim exhales a large
multi-hitting fire in front of him
X-Ism: 5 Hits
Yoga Inferno: QCF,QCF+Punch [Z]
-A more powerful version of the Yoga Flame, Dhalsim exhales a twisting spray
of fire in front of him
Level 1: 3 Hits Level 2: 8 Hits Level 3: 13 Hits
Yoga Strike: QCF,D,DF+Kick [Z]
-Dhalsim leaps up and flips in the air. If he touches his opponent while in
the air, he will grab them and slam them into he ground with his legs. This
will only attack opponents in the air and will do nothing to them on the
ground.
Level 1: 1 Hit Level 2: 2 Hits Level 3: 3 Hits
Yoga Stream: QCB,QCB+Punch [Z]
-Dhalsim exhales a spray of fire along the ground. This attack must be
blocked low
Level 1: 3 Hits Level 2: 4 Hits Level 3: 5 Hits
[Notes]
-In X-Ism, Dhalsim's limbs will automatically adjust their length to how
far away the opponent is.
-On Dhalsim's stage, his wife will appear in the background. She will clap
if Dhalsim hits his opponent, and shake her head if Dhalsim is hit. If he
loses, she will fall to her knees and cover her face with her hands.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- E.Honda -
Height: 185 cm. Bust: 212 cm.
Weight: 137 kg. Waist: 180 cm. From: Japan
Blood Type: A Hips: 210 cm.
[Stand Attacks] [Crouch Attacks] [Air Attacks]
Slap: LP Slap: LP Slap: LP
Long Slap: MP Long Slap: MP Overhead Chop: MP
Overhead Chop: HP Tripping Hook: HP Arm Swipe: HP
Low Kick: LK Short Kick: LK Bum Drop: LK
Front Kick: MK Side Kick: MK Sumo Press: MK
High Kick: HK Sweep Kick: HK Side Kick: HK
[Close Attacks] [Throws]
none Body Toss: HP
*Bear Hug: HK
Air Toss (air) HP
[Zero Counters]
Z-Ism: Standing HP V-Ism: Crouching HK
[Misc. Techniques]
Hiza Geru: F+MK [X Z V]
-A close-range knee strike.
Harai Geri: F+HK [X Z V]
-A long-range |